run: DamageBubble.TBTeamBeacon
[Idea for mutator] Health/ArmorBar over players.
-
asosed
- Adept
- Posts: 399
- Joined: Fri May 15, 2020 2:36 pm
- Location: Russia
Re: [Idea for mutator] LifeBar over players.
Okay, I think this is what you need 
run: DamageBubble.TBTeamBeacon
run: DamageBubble.TBTeamBeacon
You do not have the required permissions to view the files attached to this post.
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] LifeBar over players.
-
esnesi
- Godlike
- Posts: 1079
- Joined: Mon Aug 31, 2015 12:58 pm
- Personal rank: Dialed in.
Re: [Idea for mutator] LifeBar over players.
You do not have the required permissions to view the files attached to this post.
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] LifeBar over players.
Thank's esnesi.esnesi wrote: ↑Tue Mar 22, 2022 8:09 pmThis is the one i ment
http://medor.no-ip.org/Mods/DamageBubble.zip
*edit, ah you found it!
It's almost what I was looking for, but life there is a percentage of life. As per the damage. I wanted it to at least be visible at all times and show 100%. But it only shows below 100%. Because it's about the damage and percentage remaining. If it showed all the time since 100%...

-
esnesi
- Godlike
- Posts: 1079
- Joined: Mon Aug 31, 2015 12:58 pm
- Personal rank: Dialed in.
Re: [Idea for mutator] Health/ArmorBar over players.
I think somebody can fix that for you here yeah 
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] Health/ArmorBar over players.
I hope so. It seems easy to understand in notepad the .uc files but I don't know how to compile. And the bar has to appear from the beginning. Oh, I don't know where it is.
-
Barbie
- Godlike
- Posts: 3225
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: [Idea for mutator] Health/ArmorBar over players.
For custom maximum health this cannot work, I think. Let's say player's default health is 300 - should this be 100%? What percentage should be shown if the player picks up a 1000 health item?
Also see the code of DamageBubble.u:So the precondition here is that 100% player's health is 100.
Also see the code of DamageBubble.u:
Code: Select all
if(PawnOwner.Health >= 90 && PawnOwner.Health < 99)
HH.Texture = HH.HealthSprite[0]; // HealthSprite[0] contains the 90% bar
else if(PawnOwner.Health >= 80 && PawnOwner.Health < 90)
HH.Texture = HH.HealthSprite[1];
else if(PawnOwner.Health >= 70 && PawnOwner.Health < 80)
HH.Texture = HH.HealthSprite[2];
(and so on)
"If Origin not in center it be not in center." --Buggie
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] Health/ArmorBar over players.
Barbie wrote: ↑Wed Mar 23, 2022 12:14 am For custom maximum health this cannot work, I think. Let's say player's default health is 300 - should this be 100%? What percentage should be shown if the player picks up a 1000 health item?
Also see the code of DamageBubble.u:So the precondition here is that 100% player's health is 100.Code: Select all
if(PawnOwner.Health >= 90 && PawnOwner.Health < 99) HH.Texture = HH.HealthSprite[0]; // HealthSprite[0] contains the 90% bar else if(PawnOwner.Health >= 80 && PawnOwner.Health < 90) HH.Texture = HH.HealthSprite[1]; else if(PawnOwner.Health >= 70 && PawnOwner.Health < 80) HH.Texture = HH.HealthSprite[2]; (and so on)
Got it! I have no idea...
Yours is nice, but it doesn't seem to have any for bots.
I'm crossing a finger for him (Buggie) to save me.
-
Que
- Inhuman
- Posts: 812
- Joined: Mon Dec 09, 2019 5:49 am
- Personal rank: ...
Re: [Idea for mutator] Health/ArmorBar over players.
While we're at it.. let's do an extend Health/Armour mod which allows players to accumulate more Health/Armour then 199/150
+50/100 armour for every Pad/Armour acquired
+150 armour for every belt taken
+20 for every healthpack.
+100 Health for every Keg
+5 for every vial.
Health bars like Ubir4 expressed above.
Ability to set limits in an .ini file.
We set MaxHealth/MaxArmour variables so that 100% = that Value.
For example we have ;
MaxHealth=999
MaxArmour=999
Therefore 100% = 999
Problem is with DamageBars.. is in UT we have Health && Armour
When a player is Damaged what percentage of Health && Armour is deducted?
+50/100 armour for every Pad/Armour acquired
+150 armour for every belt taken
+20 for every healthpack.
+100 Health for every Keg
+5 for every vial.
Health bars like Ubir4 expressed above.
Ability to set limits in an .ini file.
We set MaxHealth/MaxArmour variables so that 100% = that Value.
For example we have ;
MaxHealth=999
MaxArmour=999
Therefore 100% = 999
Problem is with DamageBars.. is in UT we have Health && Armour
When a player is Damaged what percentage of Health && Armour is deducted?
*Join our Discord Here.*
Our mods - MVX , SSB , SmartWFL , UTCmds , BotCommands , Smart Stats , join/leave announcer , NoSmoke , UTLogin , BrightSkins , Server Tran…
*Our Servers
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] Health/ArmorBar over players.
Wow what an envy. Beforehand I want to say that this topic is in Misc | Off-Topic on purpose. Because I really know that I don't know how to do what I expose. When the idea has taken shape. Feel free to create a topic in Mutators with the name of the "element". I loved your idea about the type of mutator to be made. As for how much damage is difficult as it varies so much, there doesn't seem to be a pattern. I believe I can only help with opinion. I will love to see the result, it will be beautiful no matter what. (you're welcome ).Que wrote: ↑Wed Mar 23, 2022 1:20 am While we're at it.. let's do an extend Health/Armour mod which allows players to accumulate more Health/Armour then 199/150
+50/100 armour for every Pad/Armour acquired
+150 armour for every belt taken
+20 for every healthpack.
+100 Health for every Keg
+5 for every vial.
Health bars like Ubir4 expressed above.
Ability to set limits in an .ini file.
We set MaxHealth/MaxArmour variables so that 100% = that Value.
For example we have ;
MaxHealth=999
MaxArmour=999
Therefore 100% = 999
Problem is with DamageBars.. is in UT we have Health && Armour
When a player is Damaged what percentage of Health && Armour is deducted?
Edit:
-
EvilGrins
- Godlike
- Posts: 10472
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: [Idea for mutator] Health/ArmorBar over players.
DamageBubble is cool but it's not on 100% of the time, only after players get hurt.
You do not have the required permissions to view the files attached to this post.
Last edited by EvilGrins on Sat Mar 26, 2022 11:22 am, edited 1 time in total.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://x.com/EvilGrinsIsBack
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://x.com/EvilGrinsIsBack
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
wallabra
- Godlike
- Posts: 1478
- Joined: Mon Jun 01, 2015 7:08 pm
- Personal rank: Resident Wallaby
- Location: Porto Alegre, Brazil
Re: [Idea for mutator] Health/ArmorBar over players.
While it has been pointed out that this could be cheaty if you could see your opponent's health and armour, I think for team games (to be able to see your teammates' health and armour) this could be neat, even if it doesn't have that big of a bearing in gameplay. Having to hover over someone in order to see their status kinda sucks.
That reminds me, maybe I should add status icons to above players into the Mush Match HUD/BaseMutator (at least regarding whatever informaton is known about those players).
How would I do that? Just make an actor class that implements PostRender (draws rects for bars at its position, if that is possible?), and use the HUD mutator to spawn them clientside and render them in its own PostRender?
That reminds me, maybe I should add status icons to above players into the Mush Match HUD/BaseMutator (at least regarding whatever informaton is known about those players).
How would I do that? Just make an actor class that implements PostRender (draws rects for bars at its position, if that is possible?), and use the HUD mutator to spawn them clientside and render them in its own PostRender?
(new personal website coming soon; for now use wallabra.github.io)
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] Health/ArmorBar over players.
I think putting options on everyone's view or team's view would be a great idea.Gustavo6046 wrote: ↑Wed Mar 23, 2022 8:25 am While it has been pointed out that this could be cheaty if you could see your opponent's health and armour, I think for team games (to be able to see your teammates' health and armour) this could be neat, even if it doesn't have that big of a bearing in gameplay. Having to hover over someone in order to see their status kinda sucks.
That reminds me, maybe I should add status icons to above players into the Mush Match HUD/BaseMutator (at least regarding whatever informaton is known about those players).
How would I do that? Just make an actor class that implements PostRender (draws rects for bars at its position, if that is possible?), and use the HUD mutator to spawn them clientside and render them in its own PostRender?
-
TigerTheGreat
- Adept
- Posts: 400
- Joined: Thu Mar 25, 2010 6:00 pm
- Personal rank: UMS R&D CEO
Re: [Idea for mutator] Health/ArmorBar over players.
I think a "layered" bar would do nicely. Mass Effect style. Shieldbelt, Powershield and the like, completely blocking all damage - blue bar. Armors - orange. And health bars... hm, the mod should check max health (usually 100) and upon having more, another lifebar with a different tint of red would appear over the main one.
So: from top to bottom (layers)
BLUE: Shieldbelts
ORANGE: Armor
RED 3: (if health above 200, for example caused by modded items such as Pack3.MaxHealer which heals you up to 3x your health as opposed to SuperHealth/Big Keg which is 2x)
RED 2: (if health above 100, for example after a SuperHealth / Big Keg or slowly filling up as player picks up vials above 100)
RED 1: (bottom, main, default health)
And maybe move it from over head of the player but only make it appear atop the screen with player / pawn name as the target is in sights only?
So: from top to bottom (layers)
BLUE: Shieldbelts
ORANGE: Armor
RED 3: (if health above 200, for example caused by modded items such as Pack3.MaxHealer which heals you up to 3x your health as opposed to SuperHealth/Big Keg which is 2x)
RED 2: (if health above 100, for example after a SuperHealth / Big Keg or slowly filling up as player picks up vials above 100)
RED 1: (bottom, main, default health)
And maybe move it from over head of the player but only make it appear atop the screen with player / pawn name as the target is in sights only?

I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
~formerly Delacroix
-
Ubir4
- Adept
- Posts: 324
- Joined: Fri May 10, 2019 6:15 am
Re: [Idea for mutator] Health/ArmorBar over players.
Delacroix wrote: ↑Sat Mar 26, 2022 10:30 am I think a "layered" bar would do nicely. Mass Effect style. Shieldbelt, Powershield and the like, completely blocking all damage - blue bar. Armors - orange. And health bars... hm, the mod should check max health (usually 100) and upon having more, another lifebar with a different tint of red would appear over the main one.
So: from top to bottom (layers)
BLUE: Shieldbelts
ORANGE: Armor
RED 3: (if health above 200, for example caused by modded items such as Pack3.MaxHealer which heals you up to 3x your health as opposed to SuperHealth/Big Keg which is 2x)
RED 2: (if health above 100, for example after a SuperHealth / Big Keg or slowly filling up as player picks up vials above 100)
RED 1: (bottom, main, default health)
And maybe move it from over head of the player but only make it appear atop the screen with player / pawn name as the target is in sights only?